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doc - no such thing as define_entity_texture
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Mr-Auto committed Jul 10, 2024
1 parent ad24b1f commit 7ade2d6
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2 changes: 1 addition & 1 deletion docs/src/includes/_types.md
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Expand Up @@ -3111,7 +3111,7 @@ bool | [set_font(TEXTURE id)](https://github.com/spelunky-fyi/overlunky/search?l

### TextureDefinition

Use `TextureDefinition.new()` to get a new instance to this and pass it to define_entity_texture.
Use `TextureDefinition.new()` to get a new instance to this and pass it to [define_texture](#define_texture).
`width` and `height` always have to be the size of the image file. They should be divisible by `tile_width` and `tile_height` respectively.
`tile_width` and `tile_height` define the size of a single tile, the image will automatically be divided into these tiles.
Tiles are labeled in sequence starting at the top left, going right and down at the end of the image (you know, like sentences work in the English language). Use those numbers in `Entity::animation_frame`.
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2 changes: 1 addition & 1 deletion src/game_api/script/usertypes/texture_lua.cpp
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Expand Up @@ -97,7 +97,7 @@ void register_usertypes(sol::state& lua)
clear_cache(path);
});

/// Use `TextureDefinition.new()` to get a new instance to this and pass it to define_entity_texture.
/// Use `TextureDefinition.new()` to get a new instance to this and pass it to [define_texture](#define_texture).
/// `width` and `height` always have to be the size of the image file. They should be divisible by `tile_width` and `tile_height` respectively.
/// `tile_width` and `tile_height` define the size of a single tile, the image will automatically be divided into these tiles.
/// Tiles are labeled in sequence starting at the top left, going right and down at the end of the image (you know, like sentences work in the English language). Use those numbers in `Entity::animation_frame`.
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